Sailing game



Dec. 7, 1948. J. c. POWERS, JR

SAILING GAME 3 Sheets-Sheet l i 2 Te w 5 WWW 6 mm m M J. c. POWERS, JR 2,455,519

SAILING GAME I 3 Sheets-Sheet 2 ,zfiz' 6.

v E \H) 07 um; m m a, J D a w w 3 2@ 3/ CI Dec. 7, 1948.

Filed Feb. 27, 1946 IN VEN TOR. wars J7".

A T TORN E vs Cir- James 61' P0 ik/BE Dec. 7, 1948. I

Filed Feb. 27, 1946 J. C. POWERS, JR

SAILING GAME 3 Sheets-Sheet 3 WWW - INVENTOR. Ja/wes 6. .Po

A TTORNEYS.

wars J.

Patented Dec. 7, 1948 UNITED STATES PATENT OFFICE James C. Pii vfa i gfi it iigton, R. I.

Application February 27, 1946,"Serial No. 650,505

2 Claims.

This invention relates to a game apparatus involving sailing vessels.

Various game apparatuses have been provided which involve the moving of pieces over a playing surface. None of these, however, manipulate the pieces consistent with maneuvering a sailing vessel by the wind alone.

One of the objects of this invention is to provide a game apparatus which will teach the manipulation of a sailing vessel and the fundamental theories of arranging sails with relation to the wind and the vessel for operation of the vessel.

Another object of the invention is to provide amusement and pleasure to those who have some knowledge of the manipulation of sailing vessels.

Another object of this invention is to educate the novice in the fundamentals of yacht racing.

Another object of the invention is to present a means for the experienced yachtsman to work out racing tactics.

Another object of this invention is to provide a game apparatus which may be made simple and interesting and yet one which may be easy to manipulate.

With these and other objects in view, the invention consists of certain novel features of construction, as will be more fully described and particularly pointed out in the appended claims.

In the accompanying drawings:

Fig. 1 is a plan view of the game board; I

Fig. 2 is a perspective view of one of the playing pieces;

Fig. 3 is a top plan view showing in dotted lines selective positions of the sail with relation to the base of the playing piece; and

Fig. 4 is a perspective view of dice which are used to control the movements of the playing piece on the game board;

Figs. 5 to 24 are diagrammatic views illustrating difierent relative positions of the playing pieces.

In proceeding with this invention, I provide a playing surface on a board which will have right angularly extending lines over an area simulating water in which certain islands, shoals, ships and government aids to navigation are indicated on the board. The direction of the wind will also be indicated which will bear a certain definite relation to the right angularly extending lines so that these may define paths of travel for the sailing vessel. The playing piece will be in the form of a vessel with a sail which may be shifted relative to the body of the playing piece for cooperation with the wind so that an advantageous position of the sail with reference to the'wind z and the path of travel of the shi over the p1eying surface will be had. Dice are provided for controlling the play and will be of dlfierent colors.

With reference to the drawings, I0 designates generally a game board which is provided with an area H designating water upon which there are lines 12 extending vertically and lines 13 extending horizontally equally spaced. The wind direction is designated (4 and is shown as being parallel to the lines 12. Islands which are obstructions to navigation are designated I 5 and aids to navigation in the form of nun buoys i8 and can buoys I! are provided indicated upon the playing area to mark a channel. Certain shoals [8 also obstructions to navigation are provided. The buoys may act as race markers or other turning marks may be provided at a certain definite location.

In order to cooperate with this playing board, I have provided several playing pieces which are the same, except for being different colors, and are indicated in Fig. 2. Each has a base 2!! shaped to indicate a vessel 22 thereon. A mast 23 having sail 24 is swivelly mounted in this base 22 so that thesail may be positioned either at right angles to'the longitudinal axis or lubber line of the vessel 22, as shown at 25 in Fig 3, or this sail may be positioned at an angle as shown at 2B for the port tack or as shown at 21 for the starboard tack when these sails are close hauled for tacking.

The general scheme of cooperation between the playing piece 20 and the game board is that the vessel may travel in the direction of the wind l4 and parallel to the lines 12 between any two lines l2 with the sail extending at right angles to the vessel as shown at 25 in Fig. 3, see also 32, Fig 7, or the ship may travel in either direc'e tion parallel to the lines 13 and between the lines l3 asat 3 3, Fig. 5; with the sail on the starboard tack if moving to the left as shown in Fig. 1 or on the port tack, 34, Fig. 5, when moving to the right as shown in Fig. 1. If it is desired for the vessel to move against the wind then the vessel must move diagonally from one square to another or at 45' degrees to the lines l2 and 13 either on the starboard tack in a direction toward the upper left hand corner of the game board as at 30, Fig. 5, or on the port tack in a direction toward the upper right hand corner of the game board as at 3!, Fig. 5. Themoves will be governed by a die 28 which will be-of one color such as green while the die 29 which may be of a different color such as red may he used for introducing other helps or hindrances depending upon conditions or chance according to a certain designated rule or formula. The play of this game will utilize usual rules of the road and the international rules of yacht racing for rights of way and thus will teach to the novice such rules as govern shipping rights of way and races of sailing yachts. Rules of play may be adopted as hereinafter set forth.

In setting forth the following rules and the illustration of different situations, a yacht will be designated on the starboard tack close hauled by the IetterA as at 30, Fig. 5, and on the port tack close hauled by the letter B as at 3|. When reaching or moving laterally at right angles to the direction of the wind, the yacht will be designated C on the starboard tack as at 33, Fig. 5, and D on the port tack 34, while a yacht running before the wind will be designated E on the starboard tack, see Fig. 8 and F on the port tack.

Whenever a yacht changes its direction so that the bow of the yacht passes through the wind, it is considered to be tacking as shown in Fig. 9 whena yacht 30 heads into the wind as shown at;35 prior to entering the port tack as shown at 3| A yacht which changes its direction is considered to have altered its course.

When an. aid to navigation, another yacht, a point ofland, or anything that would hinder the progress of the yacht is placed in its course so as to cause the. base that the yacht rests on to pass across the corner of the square that contains the obstruction, the obstruction is considcred to exist and this is illustrated in Fig. 11 in which there is a marker 43 as one obstruction and a point of land 4 4,as another obstruction.

:A yacht which has worked its way to the top of the board to turn the windward marker must set its spinnaker if it plans to run directly down the board before the wind.

A yacht that finds itself directly to the leeward of another yacht (other yacht is between it and the wind) and a maximum of two squares away, is considered to be blanketed.

Rule 1.--A yacht that is sailing close hauled has the right of way over all yachts sailing less close to the wind. (See illustration in Fig. 6 where the yacht A is close hauled and has the right of wayover yacht C which is reaching. Thus yacht C must' move back two spaces as indicated by the dotted lines in Fig. 6 in order to permit the yacht A to pass. In another illustration under this rule, in Fig. 7 yacht A has the right of way over yacht E and thus yacht E must moveback two spaces as indicated by the dotted lines in this figure.)

Rule 2.-A yacht that is reaching has the right of way over a yacht that is sailing less close to the wind, that is a yacht that is running, and should a yacht that is running obstruct its way, the yacht that is running must drop back two spaces. (See illustration of this which is shown inFig. 8 wherein yacht D has the right of way over yachtE and yacht E must move back two spaces as shown in dotted lines.)

} Rule 3.-.When a yacht tacks, it must deduct two counts from its total count. (As shown in Fig. 9, a yacht moving from position 30 to 35 would take one count and in moving to the position 3! would complete the second count. Thus as shown in Fig. 10, yacht A in moving from the full line positionas shown in square 36 to the dotted line position in square 36 so as to come on the port tack shown at B would take two counts and in proceeding to the position in square 31 would take an additional count or three counts and in arriving at the square 38 would take an additional count or four counts.)

' this move.

Rule 4.When a yacht alters its course, it must deduct one count from the die. (As shown in Fig. 11, the yacht shown in solid lines at 39 which is reaching in altering its course to the windward as shown in dotted lines in this square must deduct one count from the die for this maneuver. Similarly, this would occur in altering the course from the full line position as shown in square 40 to the dotted line position in this figure or from the position shown in square 4| from the full line to the dotted line position or similarly from the full line position to the dotted line position as shown in square 42 in this figure.)

Rule 5.-A yacht that finds an obstruction in its way must bear off and go around it, requiring the loss of one square to windward and a deduction of one count for altering course as set forth in rule 4. (For illustration see Fig. 12 wherein the yacht A must bear off to the position 45 and then proceed to square 46 and thence around the turning mark 43, or in the case of the land 44 as shown in this figure, the yacht A must bear ofi as shown at square 41 and then proceed to square 48 and so forth, taking the proper counts forthis change of course as has been heretofore set forth.)

Rule 6.'1o set the spinnaker and square. away, takes three counts on the dice. (As illustrated in Fig. 13, the movement in the square 50 from the starboard tack to the dotted line position shown in the port tack takes two counts for tacking. Then, after proceeding to square 5| the yacht bears all taking another count for moving from the full line position to the dotted line position in square 5| and then proceeds to square 52 and thence to square 53 where further bearing off to go before the wind takes one count for bearing oil and two additional counts for setting the spinnaker which is the position of the sail shown at E or at 25 in Fig. 3. The sail may be set either on the starboard tack or on the port tack, which gives a choice. In Fig. 14 an optional showing is provided where there is a bearin off in square 54 from close hauled to running free and then in square 55 the spinnaker set on the starboard tack r as before indicated.)

Rule 7.In case a yacht on the port tack is obstructing the way of a yacht on the starboard tack, the yacht on the port tack must move back two squares in the direction it was sailing and accept whatever other penalties may result from Also any other yacht that is subsequently effected as a result of this move must accept whatever penalty it includes. (In Fig. 15

a yacht A on the starboard tack has its way obstructed by the yacht B on the port tack. The, yacht B must therefore drop back two spaces as shown in dotted lines in the square 56 where it inturn backwinds another yacht 51 forcing it to drop back two spaces as shown in dotted lines to square 58.)

Rule 8.When a yacht that is beating or reaching is blanketed, it must move back two squares. When a yacht that is running is blanketed, it must move back two squares and one square to the side opposite that which it has its boom set on. If a square is not available it must move two squares etc. (This rule is illustrated by Fig. 16 where yacht A in square 59 blankets the yacht in square 60, thus this yacht must move back to the square 6| as shown by dotted lines. Here both yachts are close hauled on the starboard tack. In Fig. 17 where both yachts are reaching, the yacht in square 62 is blanketing the yacht in square 63 and thus this yacht must move back to the dotted line position in square 64. In Fig.18,-

6 where two yachts are running both on the same 13. Got rid of lobster pot (add 2) tack, the yacht in square 52% blankets the yacht in 14. Favorable slant of wind (add 2) square 66 and thus this yacht in square 66 must drop back to the square 6? as shown by dotted lines and as indicated by the directional line with Better trim of the sail (add 2) Pulled in trailing line (add 1) the arrow at the end thereof 68. In order to elfect figg g lobster pot (add 2) this blanket, the yacht must stop in the position shown in the diagram as there would be no g fi Slant of Wmd (add 1) blanket if the count on the dice is suflicient to f m dd 2) carry it by. In other words, if one yacht finishes g 1) its turn and finds itself in the position shown in u tedm m1 mg me a the diagram, it must consider itself blanketed and 51' Unfav rable slant of Wind (sub 1) ta e the p y 52. Picked up lobster pot (sub. 2)

Rule 9.-A yacht which through its own ma- Poor trim of sail (sub 1) neuvers or as a result of the maneuvers of another 54. Nothing yacht finds itself directly astern of another yacht, 55- Trailing line (sub 1) it is considered to be back winded. However, this 5 Hindering tide (sub. '2) only applies when both boats are beating to windward. A yacht that is baekwinded mu t m 61. Pleasure boat interference (sub. 1) back one square. (This rule is illustrated in Fig. nf vo ra le sl nt of Wind (s b. 2)

19 where the yacht A in square 59 is back wind- Hlnderlng tlde (Sub- 3) ing the yacht in square it and this yacht in square r w m m r v r oa d (sub- 4) H3 must therefore move back to the square H as 6 Picked p lobster 1001? s 2) shown in dotted lines) 66. Blown out sail (lose turn) Rule 10- A yacht that so maneuvers as to be In this case the first digit of the number is directly to the leeward and one Square ahead of taken from the die 28 and the second digit from the other yacht is considered to be in a safe leethe die These may be red and green in ward position and can hid the yacht to Windwardcordance with these two colors which are used as A yacht that is luffed must point the bow of the Sailing lights upon the sailing VesseL yacht directly into the wind and When it takes its 30 I claim: next turn must subtract one count on the dice to L A game apparatus foruse with playing pieces get back on course again. If on the other hand it Simulating Sailing Vessels Comprising a game elects to go about on the other tack. it must still board having a playing area with right angulafly count Thls is illustrated Flgs- 22 intersecting lines forming paths with relation to and In 9P yatht m Sqttare 72 15 the which said playing pieces are movable over the safe leeward position while beating. In Fig. 21 playing area, said area being marked to indicate the Yacht m square 73 m the Sate am the wind direction relative to said paths so that tion with reference to the yacht in square 14 while said lines will indicate running reaching and Teaching In i 22 the yacht m sjquate 74 tacking paths of travel, and playing pieces in the causes the Yacht 1n t 75 to tuft Whtle t form of sailing vessels movable over said board ing, thus requiring it to move from the full 11m and each having a sail shiftable with relation to positttm to t P t line position and this sante the Vessel as the vessel changes its direction of situation exists in Fig. '23 wherein the yacht in travel Over Said playing area whereby Said Sail is square 76 Causes the yachtm square 77 to tuft or set to cooperate with the wind direction indicated. move from the full line position to the dotted line A game apparatus as Set f th in claim 1 ggizg g gg gzi gi 2? fi figfig i fi wherein a base simulating a vessel having bow the sea of its next turn.) 3535521123 5 3233355; mounted on SW base Rule 11.-A yacht may elect to cross a shoal area and if there is sufiicient count to do so there JAMES POWERS is no penalty. However, should a yacht finish its count while on the shoal, it is considered to have REFERENCES CITED run aground and loses one turn, (Those a a The following references are of record in the in the water that are cross hatched are to be confile Of this p sidered shoals. In Fig. 24 the yacht in square 78 UNITED STATES PATENTS gets a count of three and clears the shoal by moving to square 19 whereas the yacht in square Number Name Date 80 gets a count of three and comes to rest in 1474539 McKay 1923 square 8| but does not clear the shoal and thus 1500782 Vegtard July 8, 1924 loses the next turn for going aground.) 1628412 Lesavoy May 1927 Further in connection with the helps and hin- FOREIGN PATENTS drances, the following rules are adopted: Number Country Date 11. You have set a new sail (extra turn) 8,374 Great Britain 1894 12. Helping tide (add 3) 328,109 Great Britain Apr. 24, 1930 

